Why are we still identifying items?

I feel like this is a vestigial left-over feature from 20 years ago that no longer adds anything to the game and should just be retired.

MAYBE keep it for Uniques or certain special classifications of items like Jewels or Waystones. But why am I identifying every piece of Magic or Rare trash I pick up? It seems unnecessary and I don't get anything out of it. It's just annoying.
Last bumped on Jan 16, 2025, 4:46:58 PM
You answered your own question: it's a vestigal leftover from 20 years ago.

That's it. There's no actual reason for it anymore except "Diablo 2 did it". It's one of several areas where PoE 2 feels archaic.

The game itself seems to realize how pointless it is by giving you an NPC that does it for you, but at that point why bother with it at all? Especially with how few items you can carry (another vestigal holdover that mostly just slows the action down and has you spending more time managing "stuff" instead of doing the fun part).

Removing it entirely would both save some pointless time for players, but also let them remove the otherwise worthless scrolls of wisdom and help reduce drop clutter since it's not like they're even worth picking up outside of act 1.
Yep, with the inclusion of the hooded one/dorianyi, wisdom scrolls feel like actual bullshit to clutter the loot table. Just remove the entire system and have items drop identified.

If you really want to keep it, save wisdom scrolls for unique items and remove the ability the hooded one has, that way wisdom scroll value is for identifying special items.
There was an interview a while back with lead dev and he talked about this.

From what I understand from that he has two big reasons for keeping it in.
Essentially its so that they can get a free double hit of dopamine.

The second is so that you pick up and look at more items. Otherwise players will filter out anything that's not good.


Sounded reasonable at the time. However this is one of the guys who also thought that forcing sanctum on players was also a good idea. Clearly because its still in the game, and he could have shot it down. So I do not really trust the vision of GGG that much atm.
I personally want my "hit of dopamine" each time an item actually turns out to be nice. Seeing it revealed on the floor all the time would be stupid, not to mention it would bait people into looking at every single item that drops in detail instead of just a few you take back with you.

Though, wisdom scrolls as drops are stupid tbh, I have them filtered out entirely and just ctrl-click the guy in my hideout when I come out of a map. The few I use here and there could simply be bought with gold.
It would be nice if, during the campaign, the hooded one or whoever teaches you how to identify items. That way, they can remain in the game with a purpose.

Once we learn how to identify items, we can have a helpful loot filter.
It's actually 50 years old =D

It's from D&D though in that game you could have cursed items and trying to figure out what a magic items does on your own could be quite hazardous. It had a functional purpose.

Diablo 1 took this directly from D&D as many RPGs do which also has cursed items.
The dopamine hit is probably the best explanation on why it kept going after D1.

There's been plenty of perversion on D&D concepts to take advantage of addictive behavior.
"Never trust floating women." -Officer Kirac
"
Lugonu#1626 wrote:
There was an interview a while back with lead dev and he talked about this.

From what I understand from that he has two big reasons for keeping it in.
Essentially its so that they can get a free double hit of dopamine.

The second is so that you pick up and look at more items. Otherwise players will filter out anything that's not good.


Sounded reasonable at the time. However this is one of the guys who also thought that forcing sanctum on players was also a good idea. Clearly because its still in the game, and he could have shot it down. So I do not really trust the vision of GGG that much atm.



With PoE2 there are some parts of the PoE2 vision that I'm onboard with. There are other items that just make me shrug though.


For example I don't, theoretically, mind PoE2 being a slower, more strategic / tactical game for example. On the other hand if I'm supposed to interact with "ground items" then those ground items better be time efficient to interact with.

For example I don't see the level of juicing on dropped items that would make it worth people's while to bother with ground items as just getting the right set of prefixes & suffixes are hundreds [perhaps thousands] to one against. Complicate that with "good" tiers of those affixes being needed and you're looking for a needle-in-a-haystack for a good item "for you".

"

With PoE2 there are some parts of the PoE2 vision that I'm onboard with. There are other items that just make me shrug though.


For example I don't, theoretically, mind PoE2 being a slower, more strategic / tactical game for example. On the other hand if I'm supposed to interact with "ground items" then those ground items better be time efficient to interact with.

For example I don't see the level of juicing on dropped items that would make it worth people's while to bother with ground items as just getting the right set of prefixes & suffixes are hundreds [perhaps thousands] to one against. Complicate that with "good" tiers of those affixes being needed and you're looking for a needle-in-a-haystack for a good item "for you".



I agree with everything you just said.
Didn't mention this, but the way drops work now, I basically just ignore all drops that are not currency. Everything I grab just turns into shards anyways.
I'm just gonna trade for the gear I use, why bother even looking at the floor.
Even unique drops don't feel good, because they're all trash too.
And without any kind of marketboard price checker, I have no idea to tell how good an item is.
Last edited by Lugonu#1626 on Jan 3, 2025, 2:39:01 PM
Because they don't make trillions of dollars to store every single item in a database.

This has been explained multiple times.

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